veloren_voxygen/audio/sfx/event_mapper/combat/
mod.rs1use crate::{
4 AudioFrontend,
5 audio::sfx::{SFX_DIST_LIMIT_SQR, SfxEvent, SfxTriggerItem, SfxTriggers},
6 scene::{Camera, FigureMgr, Terrain},
7};
8
9use super::EventMapper;
10
11use client::Client;
12use common::{
13 comp::{
14 CharacterAbilityType, CharacterState, Inventory, Pos, inventory::slot::EquipSlot,
15 item::ItemKind,
16 },
17 terrain::TerrainChunk,
18};
19use common_state::State;
20use hashbrown::HashMap;
21use specs::{Entity as EcsEntity, Join, LendJoin, WorldExt};
22use std::time::{Duration, Instant};
23
24#[derive(Clone)]
25struct PreviousEntityState {
26 event: SfxEvent,
27 time: Instant,
28 weapon_drawn: bool,
29}
30
31impl Default for PreviousEntityState {
32 fn default() -> Self {
33 Self {
34 event: SfxEvent::Idle,
35 time: Instant::now(),
36 weapon_drawn: false,
37 }
38 }
39}
40
41pub struct CombatEventMapper {
42 event_history: HashMap<EcsEntity, PreviousEntityState>,
43}
44
45impl EventMapper for CombatEventMapper {
46 fn maintain(
47 &mut self,
48 audio: &mut AudioFrontend,
49 state: &State,
50 player_entity: specs::Entity,
51 camera: &Camera,
52 triggers: &SfxTriggers,
53 _terrain: &Terrain<TerrainChunk>,
54 _client: &Client,
55 _figure_mgr: &FigureMgr,
56 ) {
57 let ecs = state.ecs();
58
59 let cam_pos = camera.get_pos_with_focus();
60
61 for (entity, pos, inventory, character) in (
62 &ecs.entities(),
63 &ecs.read_storage::<Pos>(),
64 ecs.read_storage::<Inventory>().maybe(),
65 ecs.read_storage::<CharacterState>().maybe(),
66 )
67 .join()
68 .filter(|(_, e_pos, ..)| (e_pos.0.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR)
69 {
70 if let Some(character) = character {
71 let sfx_state = self.event_history.entry(entity).or_default();
72
73 let mapped_event = inventory.map_or(SfxEvent::Idle, |inv| {
74 Self::map_event(character, sfx_state, inv)
75 });
76
77 if Self::should_emit(sfx_state, triggers.0.get_key_value(&mapped_event)) {
79 let sfx_trigger_item = triggers.0.get_key_value(&mapped_event);
80 audio.emit_sfx(sfx_trigger_item, pos.0, None);
81 sfx_state.time = Instant::now();
82 }
83
84 sfx_state.event = mapped_event;
87 sfx_state.weapon_drawn = Self::weapon_drawn(character);
88 }
89 }
90
91 self.cleanup(player_entity);
92 }
93}
94
95impl CombatEventMapper {
96 pub fn new() -> Self {
97 Self {
98 event_history: HashMap::new(),
99 }
100 }
101
102 fn cleanup(&mut self, player: EcsEntity) {
108 const TRACKING_TIMEOUT: u64 = 10;
109
110 let now = Instant::now();
111 self.event_history.retain(|entity, event| {
112 now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
113 || entity.id() == player.id()
114 });
115 }
116
117 fn should_emit(
122 previous_state: &PreviousEntityState,
123 sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
124 ) -> bool {
125 if let Some((event, item)) = sfx_trigger_item {
126 if &previous_state.event == event {
127 previous_state.time.elapsed().as_secs_f32() >= item.threshold
128 } else {
129 true
130 }
131 } else {
132 false
133 }
134 }
135
136 fn map_event(
137 character_state: &CharacterState,
138 previous_state: &PreviousEntityState,
139 inventory: &Inventory,
140 ) -> SfxEvent {
141 let equip_slot = character_state
142 .ability_info()
143 .and_then(|ability| ability.hand)
144 .map_or(EquipSlot::ActiveMainhand, |hand| hand.to_equip_slot());
145
146 if let Some(item) = inventory.equipped(equip_slot)
147 && let ItemKind::Tool(data) = &*item.kind()
148 {
149 if character_state.is_attack() {
150 return SfxEvent::Attack(CharacterAbilityType::from(character_state), data.kind);
151 } else if character_state.is_music() {
152 if let Some(ability_spec) = item
153 .ability_spec()
154 .map(|ability_spec| ability_spec.into_owned())
155 {
156 return SfxEvent::Music(data.kind, ability_spec);
157 }
158 } else if let Some(wield_event) = match (
159 previous_state.weapon_drawn,
160 Self::weapon_drawn(character_state),
161 ) {
162 (false, true) => Some(SfxEvent::Wield(data.kind)),
163 (true, false) => Some(SfxEvent::Unwield(data.kind)),
164 _ => None,
165 } {
166 return wield_event;
167 }
168 }
169 SfxEvent::Idle
172 }
173
174 fn weapon_drawn(character: &CharacterState) -> bool {
179 character.is_wield() || matches!(character, CharacterState::Equipping { .. })
180 }
181}
182
183#[cfg(test)] mod tests;